Character Imports: Plan

Now that I have confirmed it is possible to import characters from other illusion games, it's time to lay out the plan. The goal is to minimize the amount of editing involved when trying to load different characters.

If you look at the existing processes involved for duplicating characters, you need to make edits in two places: mo00_00_00_00.lst and mo00_00_00_06.lst.

The first one is to define the files needed for the character, while the second is to make sure the functions work properly.

Aside from that, we don't really need to do anything. These are the files that are modified during the importing process:

mo00_00_00_00.lst
mo00_00_00_06.lst
limb.lst
HitArea.lst
exp.lst
hand.xa
01_01.xx
01_00.xx
10_00.xx
10_00.xa
01_00.plst
01_01.plst
.neck
.eyes
.kys

Clearly that's a lot of files. xa, neck, eyes, kys, and plst files probably won't need to be modified after they are completed, and xx files are pretty easy to mod after you finish them.

The biggest problems are a_hand.xa and the limb/exp/hitArea files. a_hand.xa depends on frame names, so you have to name them after the yuusha frame names. This isn't too hard.

To save effort with 06.lst, all entries should resemble yuusha's entries. This way, the most you have to do is do a find/replace-all for the character code (which will be defined by the person that imports the character) rather than having to figure out which frames correspond to what.

If all of this is followed, loading up a custom imported character would be the same as loading a yuusha character in a different slot.

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